#version 330 core in vec3 vN; in vec2 texcoord; in vec4 material_color; uniform sampler2D color_tex; const float DEFAULT_METALLIC = 0.0; const float DEFAULT_ROUGHNESS = 0.5; // gbuffer_pack.glsl void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness, float occlusion, vec3 emissive, uint mat_id); // color.glsl vec3 eotf_inverse_sRGB(vec3 srgb); void main() { vec3 texel = texture(color_tex, texcoord).rgb; vec3 color = eotf_inverse_sRGB(texel) * material_color.rgb; gbuffer_pack(vN, color, DEFAULT_METALLIC, DEFAULT_ROUGHNESS, 1.0, vec3(0.0), 3u); }